G-Minor 133

Do you get gems in the east or is fur the only commerce resource there? I imagine you went big on food as you can have 4-5 food resources in the east.

Might have to try one over there...

I didn't get anything too special. Just one Fur. Food was one Corn, one Pig.
Too many food resources means less forest. And early on, it's hard to use that food cus you hit the happy/health caps.

I'm going to play just one more time. I have a Deer, Deer, Fur, Fur start I want to try.
The cool thing about these is you can improve them and not destroy the forest.
 
once you hit Drama you're set imo. I kind of beelined it after masonry.

I am really surprised you get better date on the east, because even the Casings were something like 5-6 turns for me (multiply by 5...bleh)

There are 2 parts boosted by copper which I traded for, so it wasn't all bad.

Did you whip capital a lot? Because in early game I whipped some heavy buildings, I got start with 3 hills and horse.

I think I did a mistake with changing grown towns into watermills too soon and another problem that I started at lake (no river) realized it right after steam power :-(.

At one point I looked at corps to get aluminium and then got confused and found Creative something which boosts beakers instead of building the right one... I couldn't get to coal though.

I watched AI's in the west and none of them went into the hills anyway so even if I would think about boosting particular AI with gifts to Steam power I wouldn't probably get coal from them.

I admit I played very poorly :)
 
once you hit Drama you're set imo. I kind of beelined it after masonry.
I think Monarchy is better if you have a food-rich start. At one other game I had 20+ population even before I got Drama.

P.S. I don't play Civ4 anymore.
 
I don't whip at all (never go into slavery)
I don't bother with drama/Globe. I also don't ever go into hereditary rule--but Dynamic is right, use it if you have a big food start.

I hold at around size 9-10 until I get Forest Preserves.
 
I don't whip at all (never go into slavery)
I don't bother with drama/Globe. I also don't ever go into hereditary rule--but Dynamic is right, use it if you have a big food start.

I hold at around size 9-10 until I get Forest Preserves.

interesting strategy...have to try it...
 
Bleh, 1965 on my first run-through. Had a half-dozen forest tiles, so I did the National Park approach, which didn't work out well as I had a coal inside my cross and it kept me from going corporate to get aluminum out of it (the only aluminum on the map was on the other side, in the least advanced AI's borders). Barbs weren't a problem, an axe and a crossbow easily handled everything, and I didn't build the Great Wall. Tried to get the Space Elevator, only to find out after researching the tech that I was (barely) too far south. Probably didn't need to build the Internet, either.
 
Do you guys bulb a lot? I settle all the GP i get, saving 3 (usually artists i might get and/or prophets) for 2 mausoleum boosted golden ages + taj when i'm building the parts. But i'm starting to think this might not be the best... although if you do the math a GS bulb is worth around 1500 beakers, while settling is around 27/turn so if you have more than 50 turns to the end settling seems more efficient.

I can't seem to go under 1800 finish dates, and i tried different starts (forest vs flood plains, FIN vs IND vs PHIL) in the end it seems it just does not matter much. The differences i get are in the order of a handful of turns, usually meaning i made a small mistake here and there. Going 1600 must really mean i'm missing something important.
 
I settled just about every sci GP, even to the end. The great engineers early on I used to speed up wonders, and I got two or three non-sci/eng, used them for golden ages timing the GAs for civic-switches. Next time I do it, I'm using your math for the great scientists and bulbing most of them later in the game.
 
I was also able to roll an amazing start, i wonder what would you do with such a start wasting time. It's 7FP (one have fur), 4 hills all of them were foresed (2 desert unfortunately), an oasis, a lake (bleah), and 7 more forested tiles (mixed desert/plain and 1 grassland). You have iron and oil outside BFC, no alluminum or coal. I played lizzy cottaged and forest preserved + mines on hills and only wonders i build were mids, sankore, great lib, oracle and late taj+mausoleum. National wonders NP, IW, epic poem. , again 1850sh. meh.

If you guys want to try this start here is the initial save (i settled 1E):
 

Attachments

  • AutoSave_Initial_a. C. - 4000.CivBeyondSwordSave
    37.8 KB · Views: 80
I was also able to roll an amazing start, i wonder what would you do with such a start wasting time. It's 7FP (one have fur), 4 hills all of them were foresed (2 desert unfortunately), an oasis, a lake (bleah), and 7 more forested tiles (mixed desert/plain and 1 grassland). You have iron and oil outside BFC, no alluminum or coal. I played lizzy cottaged and forest preserved + mines on hills and only wonders i build were mids, sankore, great lib, oracle and late taj+mausoleum. National wonders NP, IW, epic poem. , again 1850sh. meh.

If you guys want to try this start here is the initial save (i settled 1E):

One quick item - no Parthenon? And no Oxford? Those are as close to a requirement for this as anything I've seen.
 
One quick item - no Parthenon? And no Oxford? Those are as close to a requirement for this as anything I've seen.
Yeah of course oxford, forgot about that. Parthenon i tend to skip as expires with scientific method i doubet it grant more then 1 GP in difference
 
I don't bulb, I settle. When doing the math, don't forget the hammers. Scientists and especially Engineers provide base hammers. Even late game I settle because by the time you start Apollo, the bottleneck is hammers, not beakers. Bulbing computer, for example, doesn't speed up the building of casings, etc.

Agree: no parthenon (makes artists and is obsolete too fast)

If you do get an artist, a golden age is probably the right call.
 
I was also able to roll an amazing start, i wonder what would you do with such a start wasting time. It's 7FP (one have fur), 4 hills all of them were foresed (2 desert unfortunately), an oasis, a lake (bleah), and 7 more forested tiles (mixed desert/plain and 1 grassland). You have iron and oil outside BFC, no alluminum or coal. I played lizzy cottaged and forest preserved + mines on hills and only wonders i build were mids, sankore, great lib, oracle and late taj+mausoleum. National wonders NP, IW, epic poem. , again 1850sh. meh.

If you guys want to try this start here is the initial save (i settled 1E):

That's a pretty good roll. No mountains! It seems you had wisely decided to move east and settle on the river (must have for levee)
It's a shame there was no aluminum, that's the best reason to play a West side map.
I'd prefer a few less flood plains and more forest, but it's definitely a keeper.

My current game (with 2 deer, 2 fur) could have 18 forests!...if a couple grow back (zero hills though)
 
This is an interesting idea: OCC settler space colony! I might not have time to try this but my first reaction is a start east, easier to play. Maybe a start topish westish may work depending on food. The idea would be for border pops to tag eventual aluminum but a person would probably have to destroy a barb city at some point in time.

Do you get gems in the east or is fur the only commerce resource there? I imagine you went big on food as you can have 4-5 food resources in the east.
Sometimes a gems appear but not often. Spice is more likely. (IIRC) Personally I like deer and fur too and agree with WT on slavery.
 
thanks to the advice here (oracling Edu and Libbing Superconductors) + national park and forest preserves I got much better result, but it still isn't sub-1900 AD

There still doesn't click something, but I think I start to understand the economy a bit.

SS of my capital at end
Spoiler :




i start to doubt pretty much the Mids without stone.
As you can see I ended in state property and it is strong.

I think I am going wrong in SS techs. I hunt for engines before casings, now that I think about going casings after thrusters is maybe better since once I get casings tech i need ~20-30 turns to build them and just tech future techs... that's probably stupid ;-)

HYDRO PLAN! solved a bit the "power" woes I had in first game....

Would like to get another similar start and do the SS techs other way, I am used to this approach because in non-OCC gameplay the bottleneck are Engines thanks to having ~10 very productive cities, that's not the case in OCC...

maybe if I did the last techs other way it could be ~1850 launch. which I would take as "solid" for me and abandon
 
Along with the forest preserve strategy, you have to beeline Medicine (right after Bio) and turn on Environmentalism.

My capital peaks around 1500+ beakers/turn (during golden age, building research) before I start putting in watermills and switching from science to hammers.
 
A trick to build mids if you lack production and/or stone, burn an engineer. If you are philosophical, beeline metalcasting (helps having 1 or 2 strong commerce tiles), whip a forge, run an engeneer before any other specialist/wonder. It will be 17 turns to get it, but i believe it's worth it. You can aim for 1800bc mids like that regardless of your city base production.
As for space ship parts: building an engine or a thruster only shorten the trip of 2 turns. Since you need 3-4 turns to build one, you are delaying your victory if you build more than 1, although for thrusters can happen to build 1 or 2 extra while researching for other parts.
After medicine i beeline for Apollo, then lib superconductors then go for casings then the rest. I keep computer as third to last tech as it obsolete Sankore which gives me 6 free beakers and 2 Gs points.
 
that's indeed very interesting. i already cut on the number of engines, but not on number of thrusters.

And the "forge->Mids" trick is worth the thought too.
 
Played again and got to mid 1700s. I was manually regenerating saves to try and find something interesting in the east but got sidetracked by a nice silver/sheep/floodplains start in the west. Only ever got population to 15 but had decent production and 6 forests to use.

Didn't builf GW this time, which saved time and wasn't too badly worried by barbs but still annoying.

Had no aluminium and traded for copper.

I usually tech Superconductors/Industrialism/Rocketry/Composites/Fusion/Genetics/Ecology but thinking that Rocketry might be better before Industrialism as likely no Aluminium.
 
Top Bottom